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Super Mario Place (SML Hack)

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Hey guys. I'm gonna be making a hack of Super Mario Land called Super Mario Place. It's gonna have New Enemies and Worlds mostly different from the original game. If you don't know about a year ago I found out ALOT about how most of the sprites in this game work. I wanted to share this information out into the open to see what kind of hacks will come of it. I posted the mapping format on zacmario's thread of the game I thankfully was able to delete it from his post. Now I'm gonna use the information I found to create my own hack. One of the things I did was add a spiny into the game. That is a good start! I'll post more as I go on and maybe some footage.

P.S. How do I record game footage into a GIF?

P.P.S. I just realized I posted this in a forum for SMW Hacking... CRAP!
I moved your thread into Misc. Hacking for you.

Personally Screen to Gif is a slight weight gif recorder so you could probably use that however it's windows only if that matters.
I've been working on this hack ALOT recently, I've spent a week working on this. I'll post some images of the first world to give you a look into what I'm working on.

Edit: I have pictures!





Shit that's pretty impressive. Inspiring really, do those slopes work?
Unfortunately No.. They do not work... There just normal solid tiles.
There's also a lot more I've done than these five screenshots. If you look closely you can see that some of the tiles appear to be glitched. I fixed all of that. I'm now working on the 2nd World. The woods/swamp...
Not only do I have new pictures of World 1. But I also have new pictures of World 2 which is still a work in progress.


The sky and some of the slopes are now fixed.


The big houses in the background of 1-2 are now not garbled up.
There are also now Sky Bloopers... Behave almost exactly like in there other 2D appearances.


Of course we have the last level of World 1 which is somebody's house.


The boss is this Koopa in a Robotic suit. That shoots lasers at you.
Of course you can actually stomp on him like a normal enemy.


Now this is a glimpse at World 2. With this cat head thing dropping honens.


Guess where you've seen these guys from! The bird behaves as you would of expected him to.

Also this is Version 1.1 BTW... I don't have 1.0 on my computer...
How many of you guys even have 1.1 anyway? Or do you only have 1.0?
I personally have a copy of both 1.0 and 1.1 idk how common that is though.
I think... 1.1 is the more common one.

Yeah I just assumed the garbled graphics were a wip. Looks great, I like the custom sprites.
I'm very close to finishing World 2. Then I'm gonna upload a beta of it.
I only showed the first boss because he's pretty pathetic. I don't feel like giving away the others that are actually challenging. But I'll give you a hint on what the boss in the 2nd World is based on the enemy in this screenshot.

I also forgot to post this picture as well.

Torions are gonna be returning in this hack as well as Tamao, that ball thing that bounces along the stage in 2nd boss battle of the original.
Can't wait to try it
I actually have a IPS file made of it. I'll try and upload it here.
I was able to run through world 1 really quick and I'll try and find time later to test the rest but here's a few things I noticed.

1: The slopes which you pointed out don't act like slopes are really awkward because you are not expecting them to act like stairs plus the shortest slope piece right next to the water tiles isn't solid so you just fall through it making it so you have to jump further then it looks like you need to.

2: The koopas which are nice are real koopas don't let you kick the shell from the side because you just take damage, also when kicked they will travel to a wall and stop but change direction when Mario is above them making for some weird movement. (Also not sure if they're suppose to damage other sprites or not but they don't)

3: The crabs are fine if you jump on them but the super ball only knocks off 1 HP and you have to be really close to them so once you hit them with a ball you take damage yourself because you don't have time to react to them.

4: The bloopers are a nice touch however I noticed that unlike SMB1/SMB3 bloopers they come down a lot further making them are to dodge sometimes.

5: The warp pipe in 1-3 when you come out of it is set too low so you are stuck in the pipe unless you jump out of it.
Originally posted by Ninja Boy
I was able to run through world 1 really quick and I'll try and find time later to test the rest but here's a few things I noticed.

1: The slopes which you pointed out don't act like slopes are really awkward because you are not expecting them to act like stairs plus the shortest slope piece right next to the water tiles isn't solid so you just fall through it making it so you have to jump further then it looks like you need to.

2: The koopas which are nice are real koopas don't let you kick the shell from the side because you just take damage, also when kicked they will travel to a wall and stop but change direction when Mario is above them making for some weird movement. (Also not sure if they're suppose to damage other sprites or not but they don't)

3: The crabs are fine if you jump on them but the super ball only knocks off 1 HP and you have to be really close to them so once you hit them with a ball you take damage yourself because you don't have time to react to them.

4: The bloopers are a nice touch however I noticed that unlike SMB1/SMB3 bloopers they come down a lot further making them are to dodge sometimes.

5: The warp pipe in 1-3 when you come out of it is set too low so you are stuck in the pipe unless you jump out of it.


1:I know... I was thinking about changing that when play testing the stage myself... I'll make sure to change the way those look to make sure that nobody else gets confused by this.

2:Well at first they would bounce off of walls like there supposed to. But then I added in a command that makes it so that Mario could kick it away from him instead of the direction the Koopa was already facing. But then the buggy behavior you listed happened. I tried restructuring the code in different ways. I could not fix it... I already reverted the shells back to normal before I even uploaded the demo. As you said before shells cannot kill enemies. I also tried to hide this by constantly trying to isolate Koopas from other enemies.

P.S. If I could make the shells kill/damage enemies I would! sprite objects in this game cannot collide with each other at all! Except for Mario and the Super Ball..

3:Not much to say... I'll make sure not to have them take two hits with the Super Ball, Just one.

4:Also before I even uploaded the demo/beta, I got around to fixing the Bloopers for the sake of everyone including myself. Granted they now don't go as far,but now they descend at a slower speed!

5:Yeah... I just thought you had to place the pipe exit on the pipe end and not above it...
I just got done finishing up the 3rd world. An arctic place. I had a bit of trouble making this stage. mainly the background of 3-1. The stage seemingly irreversibly being glitched! after changing the background after several failed attempts of saving it. I was able to fix this thankfully. 3-2 wasn't that much of a pain in the ass. 3-3 Was quite a bit of trial and error with its overall design. But I have some screenshots for you!




These spike enemies inspired by the Snow Spikes from NSMB(DS).
(P.S. The background above the mountains was supposed to be black to look more like it was night but the level editor would refuse to save it! So I unfortunately ditched the back background to save space but then the shitty level editor decided to make it so that the level is glitched and ends after 1 screen with a white cutoff part! Jumping into this white part is like ending the stage.


Ninjis make there grand return!


3-2 is a cave level non-creatively like the original.


A creepy looking guy that walks back and forth shooting flashing projectiles.


Lastly for right now a SMB3 style dungeon. Also with demons that explode when stomped on.

Now here's the struggle with 3-3, The balls you see the Rotodiscs orbiting around were supposed to be tile $FD. Wonder why some of the tiles in the screenshots look glitched? The level editor I use. Land Forger! Does not have access to all tiles! just a select few. It may not be on TCRF! But there ARE unused tiles in SML. I didn't know they were unused, But that's not the point! The point is that you cannot normally access these tile in land forger AT ALL. So the tile I couldn't access I replaced with tile I could access! Tiles that would not be used in a certain level. Go into my trusty Hex Editor! Find the decoy tiles and replace them with the tiles I can't access! Then with the tiles that were supposed to be the orbs(Tile $FD), there was a problem... Placing $FD in the level just fucks with the level. So I had to use a different tile!

P.S.(I fixed the rest of the problems Ninja Boy pointed out in the next Beta I will upload.)
As far as I know on TCRF, There is no mention of unused tiles in this game. These CANNOT be placed in Land Forger. AT ALL! If they are in a level you're working on, They will most likely be a red box with a question mark in the program. I've seen them before when going through the ROM file. Never thought they were unused until I tried to place these tiles in the Level Editor. They of course were not there because they were never used.



P.S. There is one tile in World 4 $50 that is not mentioned in the picture above, It's just a blank tile probably a null spot.
Once I have some time in the next couple days I'll check out the new beta, looking forward to it.
Recently I been working on/currently finished World 4. This hack is almost finished, I just need to make a couple of small changes here and there, Change the text of the ending/credits, Change the Music, and other things.

Here are some screenshots of World 4


These are some robot guys that shoot cannonballs at you. They were originally supposed to be Kaboombas(The walking cannon enemies from Yoshi's Island.) But I came across some problems and changed them to this.


We also have these things just going in a figure 8 pattern.


Also these flying machines shooting three cannonballs Met style.


And lastly these birds that fling there heads forward at you. You have to hit the body while not touching the dangerous spiked head.

So yeah... I'm very close to finishing this, I'm either gonna upload one last beta or the finished product next time.
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